Web Search nikon coolpix digital cameras The Miserable Annals of the Earth: The Chained Lands

Monday, December 29, 2008

The Chained Lands

And here's the second --



The Chained Lands

129 Cards

CC = Casting Cost

LAND

Slave Barracks
Tap: Tap any number of Enslaved Creatures you control. For the remainder of the turn, these Enslaved Creatures cannot be targetted by spells or effects, and
all damage done to them is reduced to zero.

Freedom's Gate
Tap: Tap any number of target non-Enslaved or non-Master creatures you control and remove them from game. When Freedom's Gate becomes untapped, return
removed target creatures to game, still tapped.

Thaddosian Slave Market
(x)(y)Tap: Place a 0/1 Enslaved Creature token into play under your control. Assign this creature the colors of the mana used to activate this land's power. Once
color is assigned, it is permanent. (x) and (y) in activation cost must be two different colors of mana.

Zaran Mines
Tap: Tap any number of Enslaved Creatures under your control. Zaran Mines produces (x) black mana, where (x) equals the number of Enslaved Creatures tapped
by Zaran Mines. Creatures tapped this way do not untap on their controller's next untap phase.

Ashturan Fields
Tap: Tap any number of non-Enslaved, non-Master creatures under your control. Ashturan Fields produce (x) white mana, where (x) equals number of creatures
tapped by Ashturan Fields. Creatures tapped this way do not untap during their controllers next untap phase.

Remarian Quarries
Tap: Tap any number of Enslaved and/or Master Creatures under your control. Remarian Quarries produce (x) red mana, where (x) equals number of creatures
tapped by Remarian Quarries. Creatures tapped this way do not untap during their controllers next untap phase.

Brinterian Logging Camp
Tap: Tap any number of green Enslaved Creatures under your control. Brinterian Logging Camp produces (x) green mana, where (x) is number of green creatures
tapped by Brinterian Logging Camp. Creatures tapped this way do not untap during their controller's next untap phase.

Vylkerian Fishing Ground
Tap: Tap any number of blue creatures under your control. Vylkerian Fishing Ground produces (x) blue mana, where (x) is the number of blue creatures tapped
by Vylkerian Fishing Ground. Creatures tapped this way do not untap during their controller's next untap phase.

Thaddosian Jewel Mines
Tap: Tap any non-Enslaved Creature you control. Place a permanent Enslavement Token on that creature. Treat this creature as an Enslaved Creature as long
as Enslavement Token remains.
Tap: Tap any number of creatures with Enslavement Tokens. Thallodian Jewel Mines produce (x) amount of any colors of mana in any combination, where (x)
is equal to the number of creatures with Enslavement Tokens tapped by Thallodian Jewel Mines.

ARTIFACTS

LEGENDARY ARTIFACTS are played as Legends, in that there can only be one in any given game. However, when Legendary Artifacts leave play, they are removed
from the game completely, and once a particular Legendary Artifact has left play, it cannot be summoned again for the remainder of that game, even if another player
draws one.

Zar's Orb of Banishment CC 6
Summon Legendary Artifact
4 Tap: Place a Banishment Token on Enslaved Creature. While Token remains, Enslaved Creature is removed from game. When Zar's Orb leaves play, remove
Banishment Tokens from all creatures.
4 Tap: Return Master Creature to owner's hand.
"I see no reason to tolerate either master or slave if they do not serve me." Zar

Soul Chain CC 1
Tap: Place a permanent Enslavement Token on target non-Master or target non-Enslaved creature. Creature is now treated as an Enslaved Creature for purposes
of all spells and effects.
(x)(x) Tap: Place a permanent Enslavement Token on target Master Creature. Creature is now treated as an Enslaved Creature for purposes of all spells and effects.
(x) is the equivalent amount in colorless mana of the original casting cost of target Master Creature.
Creatures that will not obey are an abomination and must be disciplined.

Zar's Collar CC 6
Summon Legendary Artifact
6 Tap: Gain control of target creature while Zar's Collar remains tapped. You may choose not to untap Zar's Collar during your untap phase. If creature controlled
by Zar's Collar leaves play, return Zar's Collar to controller's hand.
"Most masters can only make you choose between service and death. I give you no choice at all." Zar, after placing his collar on the neck of the Brinterian
Emperor.



Soul Lash CC 1 (x)(x)
Place (x) counters on Soul Lash when cast.
Tap: Controller removes any number of counters from Soul Lash to do that amount of damage to any target Enslaved Creature, or half that amount of damage
(rounding up) to any target Master Creature.
(x)(x) Tap: Place (x) counters on Soul Lash. Use this power only during controller's upkeep, and only when Soul Lash has no counters on it.
Why discipline disobedient creatures when you can destroy them instead?

Chariot to Freedom CC (x)
Place (x) counters on Chariot to Freedom when cast. Sacrifice Chariot to Freedom to remove (x) Enslaved Creatures from game. Chariot to Freedom may not
be sacrificed to remove fewer than (x) Enslaved Creatures.
Freedom is a goal worth any sacrifice.

Harness of Brinteros CC 3
(x)(x) Tap: During any upkeep phase, tap (x) creatures you control. Add their combined power to the power of any target untapped creature.
(x) Tap: Tap (x) creatures you control. Add their combined toughness to any target untapped creature's toughness.
Once put into mass production these sold very well to many markets; but only a slave society could possibly have designed and developed them in the first place.

Grommel's Head CC 6 0/1
Summon Legendary Enslaved Artifact Creature
Place Enslavement Token on this creature when cast. If Enslavement Token is ever removed, remove creature from game.
If Grommel's Head is ever declared as a blocker or attacker, it does 6 points of damage to its controller and is removed from the game.
T: Instead of drawing from your library this turn, you may name a card. If target opponent has this card in his library, graveyard or hand, opponent must find
it and place it in your hand. Treat this as if you had drawn this card normally, but if you do not either cast it or discard it this turn, it is placed in opponent's hand
at the beginning of the next turn. If opponent looked through his library, he must shuffle his library afterwards. If card is discarded by controller of Grommel's
Head this turn, it is removed from game. If card leaves play after being cast by controller of Grommel's Head, it is removed from game.
"So valuable were Grommel's services to Zar that Zar refused to allow him to escape even in death. Rumor has it that to this day, Grommel's head pleads to be
killed from its tank of preserving nutrients."

Master Machine CC 4 2/2
Summon Master Artifact Creature
If Master Machine blocks or is blocked and survives, the creatures blocking or blocked by Master Machine gain permanent Enslavement Tokens. If such creatures
already possess Enslavement Tokens, they come under the control of Master Machine's controller until one of their Enslavement Tokens is removed.
No matter whether Slave, Master, or Free, all were united in their hatred of the Master Machines.

Clockwork Servant CC 1 1/1
Summon Enslaved Artifact Creature
Tap: Add 1 colorless mana to your mana pool. Play this ability as an interrupt.
(x)(x)(x) Tap: Add 1 mana of any color to your mana pool. You many only add 1 mana to your mana pool this way. Play this ability as an interrupt.
Place Enslavement Token on this creature when cast. If Enslavement Token is ever removed, creature is removed from game.
"Although admittedly a lesser effort of mine, I still find these busy little wretches quite useful." - Zar

Thaddosian Pearl CC 1
Summon Legendary Artifact
Tap: Add (W) to your mana pool. Play this ability as an interrupt.
Creating these powerful artifacts nearly bankrupted the Thaddosian Kingdom, especially since no one could afford to buy them. For that reason only the prototypes
were ever made.

Thaddosian Jet CC 1
Summon Legendary Artifact
Tap: Add (B) to your mana pool. Play this ability as an interrupt.
Creating these powerful artifacts nearly bankrupted the Thaddosian Kingdom, especially since no one could afford to buy them. For that reason only the prototypes
were ever made.

Thaddosian Ruby CC 1
Summon Legendary Artifact
Tap: Add (R) to your mana pool. Play this ability as an interrupt.
Creating these powerful artifacts nearly bankrupted the Thaddosian Kingdom, especially since no one could afford to buy them. For that reason only the prototypes
were ever made.


Thaddosian Emerald CC 1
Summon Legendary Artifact
Tap: Add (G) to your mana pool. Play this ability as an interrupt.
Creating these powerful artifacts nearly bankrupted the Thaddosian Kingdom, especially since no one could afford to buy them. For that reason only the prototypes
were ever made.

Thaddosian Sapphire CC 1
Summon Legendary Artifact
Tap: Add (U) to your mana pool. Play this ability as an interrupt.
Creating these powerful artifacts nearly bankrupted the Thaddosian Kingdom, especially since no one could afford to buy them. For that reason only the prototypes
were ever made.

Crystalline Lotus CC 1
Summon Legendary Artifact
Tap: Sacrifice Crytalline Lotus to add 3 of any color mana in any combination to your mana pool. Play this ability as an interrupt.
Creating these powerful artifacts nearly bankrupted the Thaddosian Kingdom, especially since no one could afford to buy them. For that reason only the prototypes
were ever made.


GOLD CARDS

Thaddosian Mercenary CC (x)(y)(z) where each (*) is a different color of mana 3/4
Summon Mercenary
First Strike, Banding
Pay an upkeep cost of 2 different colored mana or bury Thaddosian Mercenary. Treat Thaddosian Mercenary as a card of whatever colors were used to summon
him.
Thaddosian Mercenaries work well with any troops, and work willingly for anyone who can pay them.

Thaddosian Jeweler CC (x)(y), as above 0/1
Summon Jeweler
(1)Tap: Place a counter on Thaddosian Jeweler.
(1)Tap: Remove 2 counters from Thaddosian Jeweler to put one mana of any color into your mana pool. Play this ability as an interrupt. Treat Thaddosian Jeweler
as a card of whatever colors were used to summon him.
Ah, you like my little pretties, eh? But have you enough to pay for them? Thaddosian Jewelers don't bargain, you know...

Thaddosian Slave Master CC (x)(y)(z) as above 1/3
Summon Master Creature
(3)Tap: Place a counter on Thaddosian Slave Master. Declare the counter as white, black, blue, red, green, or colorless.
(3)Tap: Remove one Counter from Thaddosian Slave Master. Place one permanent Enslavement Token on any creature corresponding to the color of the counter
removed. Gain control of that creature as long as the Enslavement Token remains and Thaddosian Slave Master remains in play. Treat Thaddosian Slave Master
as a card of whatever colors were used to summon him.
We're equal opportunity enslavers. Heh, heh.

Thaddosian Pleasure Slave CC (x)(y) as above 0/3
Summon Enslaved Creature
Tap: Tap any target creature whose combined Power and Toughness do not exceed combined Power and Toughness of Thaddosian Pleasure Slave. Controller
may then sacrifice Thaddosian Pleasure Slave to remove target tapped creature from game. If this is done, remove Thaddosian Pleasure Slave from game as well.
Treat Thaddosian Pleasure Slave as a card of whatever colors were use to summon it .
Many succumb to the wiles of the Thaddosian Pleasure Slave; some few are never heard from again.

Thaddos CC (xx) (yy) (3) as above 0/6
Summon Elder Wurm Legend
Flying
Tap: Add 1 mana of any color to your mana pool. Whenever this ability is used, place a -0/-3 counter on Thaddos. Use this ability as an interrupt.
Tap: Remove a -0/-3 counter from Thaddos.
Treat Thaddos as a card of whatever colors were used to summon him.
According to legend, the jeweled dragon Thaddos sleeps in a cavern at the heart of the Thaddosian Range. Supposedly, the jewels dug out of the Thaddosian mines
are the scales he has shed over his long, long life.

WHITE

Ashturian Lancer CC WW 0/2
Summon Ashturian
Banding
W: Gains First Strike Until End of Turn
W: Gains +1/+2 to until End of Turn. May not spend more than WW this way each turn.
Tap: Ashturian Lancer removes Enslavement Token from any Enslaved Creature it blocks. When this power is used, place a -0/-2 counter on Ashturian Lancer.
Bravest of the brave, noblest of the noble, the Ashturian Lancer will sacrifice his own life gladly to free some poor enslaved wretch from bondage.

Ashturian Bishop CC W 0/1
Summon Ashturian
Tap: Remove Enslavement Token from target Enslaved Creature.
Be free, my child, be free, as thy Creator always intended.

Ashturian Paladin CC WW5 4/4
Summon Ashturian
Flying
Ashturian Paladin untaps during all untap phases
WTap: Remove Enslaved Creature from game.
WWTap: Bury Master Creature.
Slaves I gladly, gladly free, Masters I gladly, madly slay, evil of any nature a'tal, into my path you'd best not stray.

Ashturian Pikemen CC W2 1/1
Summon Ashturian
First Strike, Banding with Ashturians
Ashturian Pikemen gain +1/+2 if blocking or blocked by Enslaved Creatures.
Poor slavey things! I feels bad mowin' em down, but if they keeps comin', we keeps hackin'...

Primate Ashtur CC WWW2 1/1
Summon Legend
Protected from Enslaved Creatures
Primate Ashtur cannot be targeted by spells or effects that would allow any player other than his summoner to control him
+2/+2 to all Ashturians in play
Sacrifice to remove from game all Master and Enslaved Creatures
The greatest sacrifice for the greatest result. How can I do any less, when my followers do so much more?


Ashturian Physician CC W2 1/1
Tap: Prevent 1 point of damage to target non-Enslaved/non-Master Creature.
I wish I could help those poor wretches in chains, but their masters won't let me come near. As for the Masters, I wouldna spit on them if they were on fire.

Ashturian Wizard CC WW 1/2
Summon Ashturian
Tap: Add up to WW to your mana pool. This mana can be used only for summoning white creatures.
I may not seem like much alone, but give me a moment and I won't be...

Ashturian Pegasus CC W1 1/1
Summon Ashturian
Flying, Banding with Ashturians
Gains +1/+2 if blocked by or blocking Enslaved Creatures
They say the Ashturian Pegasi have the souls of reincarnated slaves. Perhaps that's why they hate slavery so much.

Ashturian Unicorn CC WW1 2/2
Summon Ashturian
Gains +1/+2 if blocked by or blocking Enslaved Creatures
They say the Ashturian Unicorns have the souls of Lancers fallen in battle. Perhaps that's why they fight so fiercely.

Ashturian Plains Lion WW 3/1
Summon Plains Lion
Bands with Lions
Gains +0/+1 for each Lion in play when Banded.
This enormous predator is dangerous enough on its own. Unfortunately, it prefers to hunt in twos, threes, and even fours.

Ashturian Skyhawk W2 1/1
Summon Skyhawk
Flying
May be untapped to be declared as a blocker. Use this power when opponent declares an attack phase, before any creatures have been declared as attackers. This
power may not be used if opponent does not attack this turn.
Gains +0/+2 if declared as a blocker.
The Ashturian Skyhawk is a fierce enough hunter, but more than that, is a ferocious defender of its own territory.

Ashturian Freebooter CC WW2 3/4
Summon Ashturian
WW2 Tap: Counter Summon Enslaved Creature spell.
The Ashturian Freebooter is a fine fighting man, but he excels at stopping slavery before it starts.

Signpost to Freedom CC WWW
Instant
No Enslaved or Master Creature may attack this turn. Play on target player's upkeep.
Just the thought of liberty can be enough to distract an entire army of slaves.

Ashturian Harvest CC WW1
Sorcery
Target player gains one life per non-Enslaved, non-Master creature they control.
The sight of free men gives me strength to go on.

Road to Freedom CC WW2
Enchantment
WW: On upkeep, remove Enslavement Token from target Enslaved Creature. If target Enslaved Creature is removed from game, place a 0/1 Ashturian counter
into play. Treat this as a white creature you have just summoned.
You only have to offer a slave its freedom once.

Emancipation CC W
Interrupt
Target Enslaved Creature loses its Enslavement Token. If it remains in the game, it is now a non-Enslaved, non-Master Creature.
Drop thy chains, my brother, my sister, and join us all in freedom.

Mass Emancipation CC WW4
Enchant World
All Enslavement Tokens are removed while this Enchantment is in play. Any creatures which remain or come into play cannot be Enslaved while this Enchantment
is in play, any Enslaved Creatures summoned are countered while this Enchantment is in play. Master Creatures are not affected by this unless they are affected
by the loss of Enslaved Creatures.
If any are enslaved, then all feel the fetters; for one to be truly free, all men must be free.

The Freed CC WW3 3/4
Summon The Freed
Bands
Any Enslaved Creatures blocked by or blocking the Freed lose an Enslavement Token before the damage dealing phase of that combat is reached.
Any Master Creatures blocked by or blocking the Freed are destroyed before the damage dealing phase of that combat is reached.
If an Enslavement Token is ever placed on the Freed, remove them from the game.
No one fights slavery more furiously than those who have felt its shackles on their own wrists.

Live Free Or Die CC W2
Instant
Sacrifice target creature under your control as a fast effect response to any spell or effect that would place an Enslavement Token on that creature and/or remove
that creature to another player's control. Caster/Controller of Enslavement or control effect takes damage in the amount of sacrificed creature's combined power
and toughness. I'd rather die on my feet than live on my knees.

Cry Freedom CC WW3
Sorcery
All Enslaved Creatures receive -1/-1 until end of turn. All Master Creatures receive -0/-2 until end of turn.
Sometimes even the thought of freedom is too much for a slave or a slaveholder.

RED

Conscription CC RRR1
Enchant Creature
You gain control of target creature. You may only use this creature for attacking and blocking. Under the effect of Conscription, creatures lose all special powers
except Flying, First Strike, Trample or Protection from a color. Even those abilities that are constant effects, such as a Lord of Atlantis giving Islandwalk and +1/+1
to all Merfolk or a Serra Angel not tapping when it attacks are nullified by Conscription.
Over there you may be high and mighty, but over here you're just more catapult fodder.

Mass Conscription CC RRR4
Sorcery
For the remainder of the turn caster gains control of all creatures under the control of target player. Any of these creatures that are tapped untap when this spell
is cast. Caster of this spell may use these creatures only to attack. When turn is over, tap all creatures affected by this spell. This spell is considered a non-targeting
effect.
I may only command 'em for a few seconds, but when those seconds are over I'll have the world at my feet.

Remarian Slave Soldier CC R 2/1
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
Remarian Slave Soldiers will not attack or block unless a Master Creature is in play under the control of their controller.
If the masters ain't lookin', why natcherly, I'm sleepin'.

Remarian Master Soldier CC RR1 3/2
Summon Master Creature
+1/+1 to all Enslaved Soldiers
All Enslaved Creaturesunder your control gain Banding while Remarian Master Soldier is in play
While Remarian Master Soldier is in play, place a -1/-1 counter on any non-Wall Enslaved Creature under your control that neither attacked nor blocked in the
previous round of turns.
They fight or they die when I'm around, and no arguments.

Remarian Catapult Master CC R2 1/2
Summon Master Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
Tap: Sacrifice Enslaved Creature to do 2 points of damage to any creature or player.
Send those cowards over here, Master Soldier; I'm runnin' out o' ammo...

Remarian Rocket Scout CC R1 1/1
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
R: Remarian Rocket Scout gains flight until end of turn.
Sacrifice Remarian Rocket Scout to do 5 points of damage to any creature blocking or blocked by it.
Don't get in my way! Please please please don't get in my way!

Remarian Firehawk CC RR3 4/4
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
Bands
RR: Target non-flying creature that bands with Remarian Firehawk gains flying ability until end of turn. No more than RR can be spent per round in this way.
The proud, free Remarian Firehawks of ancient times are no more; their descendents have been broken to the yoke for too long.

Remarian Master Engineer CC R1 1/1
Summon Master Creature
Tap: Bury one wall.
RR Tap: Place a 0/4 wall counter into play. Treat this as a red Enslaved Creature.
I build 'em, I blow 'em up; I'm not picky.

Grapeshot Balloon CC R(X) 0/2
Summon Wall
Flying
Sacrifice Grapeshot Balloon to do (x+1) damage to any creature it blocks.
The little ones only make a little bang, but the big ones can take out a Dragon!

Hidden Powderkeg CC R
Instant
Target non-flying attacking creature takes 5 damage.
Careful where you step, fella... oops, too late!

Rock Giant Worker CC R2 3/3
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
Bands
Rock Giant Worker may not be declared as an attacker or blocker unless it is banded. Damage may not be distributed to Rock Giant Worker when banded.
Remarians don't dare train Rock Giants to fight; no one could keep 'em enslaved if they knew how to kill. But they're still a big help on the battlefield.

Master Remaros CC RRR3 5/3
Summon Legendary Master Creature
R: Target Red creature gains Protection from White
When target Red creature controlled by Master Remaros' controller goes to the graveyard, Master Remaros may do target Red creature's combined power and
toughness in points of damage to any creature or combination of creatures, dividing the damage any way controller chooses. If Master Remaros uses this power,
remove target Red creature from the game.
These are my minions, under my command, and under my protection. Threaten them at your peril.

Remarian Warlord CC RRR2 *+1/*+1
Summon Master Creature
Bands with Red Creatures
Remarian Warlord's Power and Toughness are equal to *+1, where * is equal to all Enslaved Creatures under your control.
The more slaves he has to order around, the braver he is.

Magmite Soldier CC R2 2/2
Summon Enslaved Soldier
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
R: Magmite Soldier gains First Strike.
Walls blocking Magmite Soldier are destroyed.
You gets within a yard or so of em and suddenly the heat flares up... next thing you know you've made an ash of yerself.

Wall of Molten Stone CC RR1 6/2
Summon Wall
R: Wall of Molten Stone gains flight until end of turn. Destroy Wall of Molten Stone at end of turn.
RRR: Regeneration.
There was no way any of us were going any further. The molten rock flow twisted and turned to stay in front of us, and even spouted into the air when we tried
to fly over it.

Magma Monster CC RRR4 6/4
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
First Strike, Trample
Magma Monster may only be blocked by 2 or more creatures.
Magma Monster does 4 points of damage to its controller whenever it becomes tapped. This damage may not be reduced or redirected through spells or effects.
Yes, it hurts to have this damn thing on our side, but it hurts the enemy MORE!

Defiance CC RR2
Enchant Enslaved Creature
Target Enslaved Creature becomes tapped on controller's upkeep and does its Power in damage to its controller. Controller of target Enslaved Creature may choose
to have target creature's damage done to any other creature he controls by tapping it on his upkeep as well. Controller of Defiance must pay RR upkeep cost or
bury Defiance.

Uprising CC R3
Sorcery
All of target player's Enslaved Creatures become tapped, all of target player's Master Creatures take (x) damage where (x) is number of Enslaved Creatures tapped.
The problem with slaves, even the most passive, is you can never safely turn your back on 'em.

Rumor of Rebellion CC RR
Sorcery
All Master Creatures are removed from game for rest of turn. Return them to play tapped at beginning of next turn.
All it takes is a whisper and whsssttt! they vanish into thin air.

Rebellion CC R4
Enchant World
All Enslaved Creatures become tapped, all Master Creatures are removed from game; each round, controllers of Enslaved Creatures takes (x) damage where (x)
is number of enslaved creatures they control. Any player or combination of players may pay (4) upkeep cost or Rebellion is buried at end of turn. If Rebellion
leaves play, return all removed Master Creatures to play tapped.
Any slave society is a powder keg with a lit fuse, just waiting to go off in your face.

BLUE

Master Psionicist CC UU2 1/3
Summon Master Creature
Tap: Do 4 points to any target creature. If target creature is not Enslaved, put a -0/-1 counter on Master Psionicist. If target creature is a Master Creature, put
a -0/-2 counter on Psionicist and Master Psionicist does 2 points of damage to controller.
If Master Psionicist is ever declared as an attacker or blocker, do 5 points to his controller and remove him from game.
I don't do battle; it's beneath my dignity. I just glare and kill.

Rewrite Contract CC U
Interrupt
Caster of Rewrite Contract may change the text of any card containing the phrase "Enslaved" or "Master", transposing those two phrases - for example, "Summon
Enslaved Soldier" would become "Summon Master Soldier". If an Enslaved Creature is changed in this way, it loses its Enslavement Token but does not leave
the game, becoming instead a Master Creature. If a Master Creature is changed in this way, it immediately gains an Enslavement Token and is treated as an
Enslaved Creature; if ever it loses that Enslavement Token without being changed back to a Master Creature, it is removed from the game. If this card is played
on a Summon Enslaved or Summon Master Creature spell as it is being cast, the creature is summoned as whatever it is permanently changed to.
It's astounding what changing a few words here and there can accomplish. Heh.




Counter Slavery CC U1
Interrupt
Counter any Summon Enslaved Creature spell, or any other spell or effect that would result in an Enslavement Token being placed on any target creature.
At this point in time I find it fashionable to detest and despise slavery. So there.

Counter Emancipation CC U1
Interrupt
Counter any spell or effect that would result in an Enslavement Token being removed from any target creature.
At this point in time I would find it most inconvenient to lose the services of that slave. So there.

Purchase Slave CC UU2
Enchant Creature
Place an Enslavement Token on target creature and take it under your control for remainder of game or until this Enchantment leaves play. At start of his next
turn, player who formerly controlled target creature gains the equivalent of the casting cost of this spell in any combination of colored mana he chooses, and may
add this mana to his mana pool at any time and in any increment he chooses during his turn. If this Enchantment leaves play, remove Enslavement Token from
target creature and return it to previous controller.
What an excellent creature you have! Will you sell him to me? No? I'm afraid I can't accept that answer; I've already paid you a fair price...

Lord Vylkera CC UU4 5/4
Summon Legend
Protection from Blue
On your upkeep, remove a creature from play or destroy all creatures under your control except Lord Vylkera. If you remove a zero casting cost creature from
play, discard it to the graveyard. Any other creature removed from play to pay this upkeep cost is placed in your hand; if it is still in your hand at the end of your
turn, discard it to graveyard.
Tap: Lord Vylkera counters any spell or effect that would result in a creature under your control coming under the control of any other player.
Tap: Lord Vylkera does 2 points of damage to any player successfully removing a creature from your control to theirs. As long as that creature remains under
their control, Lord Vylkera may use this ability.
I am a jealous lord, and will brook no one taking from me those creatures that are mine.

Vylkerian Fishing Serf CC U 0/1
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
UU: Place a 0/1 Vylkerian Fish token creature into play. Treat this as a blue Enslaved Creature. Vylkerian Fish tokens will neither attack nor block unless a
Master Creature is in play under your control.
Tap: Sacrifice any number of Vylkerian Fish tokens. Add +1/+1 per Fish token sacrificed to any Blue Creature.
Eat yer fishies; they make you grow up big and strong.

Vylkerian Battle Captain CC UU 2/2
Summon Master Creature
Vylkerian Battle Captain gives +1/+1 to all Blue Enslaved Creatures.
Get up you lazy worthless thralls! Get in there and fight!

Vylkerian Reef Engineer CC U2 1/2
Summon Master Creature
Controller of Vylkerian Reef Engineer may block Islandwalking creatures as if they did not have this ability.
UU: Put a Barrier Reef token into play. Treat these tokens as 3/2 blue walls that may band with each other.
The last bunch of islandwalkers that tried to get past us didn't see our coral reef barricade until it was too late. That was messy.

Vylkerian Surf Sergeant CC UU2 3/2
Summon Master Creature
Bands with Blue Enslaved Creatures
+2/+0 to all Blue Enslaved Creatures banded with Vylkerian Surf Sergeant to attack
+0/+2 to all Blue Enslaved Creatures banded with Vylkerian Surf Sergeant to block
Of course some of you slaves are going to die! That's what slaves are for!

Vylkerian Surf Soldiers CC U 1/1
Summon Enslaved Creatures
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
If declared as attackers against an opponent controlling at least one Island, Vylkerian Surf Soldiers gain Flying ability.
Well, no, they don't really fly , but when they're coming in riding the back of a hundred foot tidal wave, how are you going to get in their way?

Vylkerian Surf Sentinels CC U 1/1
Summon Enslaved Creatures
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
If declared as blockers against an opponent controlling at least one Island, Vylkerian Surf Sentinels gain Flying ability.
They lurk just under the surface and wait, and then BOOM! they porpoise up forty, fifty feet in the air and harpoon you good.

Vylkerian Catapulter CC U1 1/2
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
(x) Tap: Give target Enslaved Creature flying ability until end of turn. Target creature's power may not exceed (x) where (x) is the amount of mana spent to
activate this ability. Target creature does (x)+2 damage to itself at end of turn.
They laughed when we threw fish at 'em, until we started throwin the big ones...







Vylkerian Jellyfish CC UUU1 1/3
Summon Enslaved Creature
Islandwalk
Place an Enslavement Token on this creature when summoned. If Enslavement Token is ever removed, remove creature from game.
When Jellyfish does damage to player, give player 1 poison counter. If player ever gets 10 poison counters, they are dead. When Jellyfish does damage to creature,
give creature -0/-1 counter.
It looks nasty and feels worse. I especially hate it when they throw them at you out of catapults.

Vylkerian Rays CC UU1 2/1
Summon Enslaved Creature
Bands, Islandwalk
Vylkerian Rays give Islandwalk ability to any creature they band with when attacking.
The surfboards are bad enough; when those Vylkerians come in riding these things, I toss down my sword and head for high ground.

Illusionary Sea Serpent CC UU1
Enchantment
If opponent controls no Islands, place a 5/5 Sea Serpent token creature in play after casting this Enchantment. As long as opponent controls no Islands, this token
creature may attack and block as a normal 5/5 creature. If Enchantment is discarded from play, remove token from play. If token creature is removed from play,
return enchantment to controller's hand. If target opponent ever controls an Island, this Enchantment is discarded.
It didn't look like no sea serpent I'd ever heard of, but the fellas who'd never been down to the shore thought it was real enough.

Seawater Corrosion CC U2
Sorcery
Tap all artifacts controlled by target player. At end of turn, place all tapped artifacts in play in graveyard. Players may pay (1) for each artifact they control to
keep them in play.
You'd be amazed how fast salt water can ruin a delicate mechanism.

Mental Electricity CC U(x)
Instant
Tap all artifacts in play and place (x) counters on them. Artifacts may not untap until all counters are removed. Each player may remove 1 counter from an artifact
they control on their upkeep.
Somehow my thoughts seem to interfere with the working of your magical machines. How odd.

Vicious Current CC U3
Enchantment
Creatures with Islandwalk no longer untap normally on their controller's untap phase. Instead, controller must pay (2) during the upkeep phase to untap them.
The waters around here are just too treacherous for anyone to sneak through.

Grand Illusion CC UUU2
Enchant World
Controller of Grand Illusion must pay UUU each upkeep or discard this enchantment.
While this enchantment is in play, all free and Master Creatures gain Enslavement Tokens and are treated as Enslaved Creastures, and all Enslaved Creatures lose
all Enslavement Tokens and are treated as Master Creatures. If Enchantment leaves play, all creatures revert to their previous status.
The slaves become Masters, and Masters slaves; ah, what a glorious dream, and how glorious indeed if it could come true, even for a fleeting moment...

GREEN

Brinterian Gibbon CC G 0/1
Summon Gibbon
Tap: Take control of target non-creature Artifact whose casting cost does not exceed Toughness of Brinterian Gibbon. Controller of Brinterian Gibbon loses
control of target Artifacts if Brinterian Gibbon leaves play.
The gibbons of Brinteros love small pretty shiny things.

Brinterian Beast Master CC GGG 2/2
Summon Master Creature
+1/+1 to all Green Enslaved Creatures
Tap: Sacrifice Green Enslaved Creature to give another Green Enslaved Creature a landwalk of controller's choice until end of turn. Combined power and
toughness of sacrificed creature must equal or exceed that of creature given landwalk. If more than one Brinterian Beast Master enters play under your control,
all Brinterian Beast Masters under your control become tapped and do not untap as normal on your untap phase.
Brinterian Beast Masters are perfectly willing to sacrifice one creature if it lets another one get through your defenses.

Brinterian Parrot CC G 0/1
Summon Enslaved Creature
Flying
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
(x) Tap: Give (x) Green Creatures banding, where (x) is the number of green mana spent.
Brinterian Parrots are trained to relay commands quickly through miles of forest.

Brinterian Battle Sprites CC GG1 2/1
Summon Enslaved Creature
Flying
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
All damage done to Brinterian Battle Sprites by creatures during combat is reduced to zero.
They're little buggers, sure, but they're tougher to kill than cockroaches, and they hit a lot harder.



Dryad Warriors CC G 1/2
Summon Enslaved Creature
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
Forestwalk
Dryad Warriors will neither attack nor block unless a Master Creature is in play under your control.
Brinterian lumberers hold entire tracts of forest hostage to guarantee the obedience of these fierce folk.

Brinterian Archers CC GG 2/1
Summon Enslaved Creature
First Strike
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
(x)Tap: Sacrifice a Forest to do (x) damage to target creature or creatures, divided any way controller of Brinterian Archers chooses.
Brinterian Archers will not use their special ability unless a Master Creature is in play under your control.
Most Brinterians either work in the lumberyards or get conscripted into the army. Either way, you've got to watch them every minute to get any work out of them
at all.

Brinterian Coral Snake CC GG 1/1
Summon Coral Snake
If Brinterian Coral Snake is blocked by more than one creature, all blockers but one are destroyed at end of turn. Controller of blockers chooses which blocker
survives. If Brinterian Coral Snake does damage to any player, that player may not put any mana into their mana pool until Brinterian Coral Snake's controller's
next untap phase.
The coral snakes of Brinteros are especially nasty; their bite doesn't kill, but it does completely paralyze for a matter of hours.

Brinterian Lumberers CC G2 2/3
Summon Master Creature
G: Remove Forestwalk from target creature.
Those axes look impressive, but they're too big and clumsy to hit anything smaller or quicker than a tree.

Brinterian Marching Beetle CC GGG2 5/4
Summon Enslaved Creature
Trample
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
Brinterian Marching Beetle does 4 damage to its controller whenever it becomes tapped. Effects that prevent or redirect damage cannot be used to prevent this
loss of life. Brinterian Marching Beetle must attack every turn, if possible.
The problem with Brinterian Marching Beetles is not getting them to attack; it's getting them to stop when the battle is over.

Lord Brinteros CC GGG4 7/7
Summon Legendary Master Creature
Tap all untapped forests you control at the end of your draw phase or Lord Brinteros becomes tapped and does 7 points of damage to you. If any green mana is
drawn from any other source you control during the remainder of your turn, sacrifice that source after the mana is drawn.
Tap: Any mana generated for the remainder of this turn is colorless.
Lord Brinteros aspires to be the greatest Nature Mage in existence, and gets very angry when other people use mana in his presence.

Brinterian Bush People CC G 1/1
Summon Bush People
Forestwalk
G Tap: Target forestwalker gains +2/+0
The Brinterians have never managed to enslave the Bush People, which is why some sections of the forest still have no Brinterian lumber camps in them.

Brinterian Moss Colony CC GG
Enchantment
G: Regenerate target creature. Regenerated creature does not untap as normal on its controllers next untap phase.
GG: Add +0/+3 to target creature. Target creature does not untap as normal on its controllers next untap phase.
Brinterian moss was famous for its healing qualities, and one of Brinteros most profitable exports.

Brinterian Geyser CC G3
Enchantment
G: Do 1 point of damage to target attacking creature with flying.
GG: No creatures do damage to each other in combat this turn. Unblocked creatures still deal damage as normal.
Just fly right over it, he said. It's just a little smoking hole in the ground, he said. Okay, I said, you fly right over it. And you'll notice he isn't here any more.

Brinterian Lumber Camp CC G
Enchantment
(x): Sacrifice (x) Forests to put (x)(x) Palisade tokens into play, where (x) is the number of mana spent. Treat Palisade tokens as 3/2 first strike green walls that
band with each other.
Brinterian forces excel at quickly fortifying their positions with walls of razorshape stakes.

Brinterian Axehandlers CC G2 2/2
Summon Enslaved Creature
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
Tap: Destroy target tapped creature or land that has the ability to produce green mana.
A phalanx of Brinterian Axehandlers can raze an acre of dense woodland - and every living thing in it - to bare stumps in an hour.

Slave Holiday CC G
Instant
All Enslaved Creatures become tapped.
Brinterians work their slaves even harder than Zarians. If they didn't give them a day off once in a while they wouldn't last a year.

Slave Frenzy CC G
Instant
+4/+4 to target Enslaved Creature. If target Creature does damage this turn, it is destroyed at end of turn.
Brinterian Masters brew mosses and saps into potions that can turn a warrior into an unstoppable fiend. Unfortunately, this uses up warriors rather quickly.

Fresh Growth CC G1
Sorcery
Take a Forest out of your graveyard and put it into play. This does not count towards the limit of placing one land per turn into play.
The Brinterians don't bother to replant their forests, but even they can't keep trees from gradually growing back.

Runaway CC G2
Enchant Enslaved Creature
Target Enslaved Creature becomes tapped when this Enchantment is cast and may not be untapped while this Enchantment is in play.
The Brinterian Forests are a frequent haven for runaway slaves. Maybe that's why the Brinterians work so hard to chop them down.

Eternal Woodlands CC GGG4
Enchant World
All lands in play produce one green mana when tapped, in addition to any other effect caused by tapping that land. Controller of Eternal Woodlands must pay
GGGG on their upkeep or discard Eternal Woodlands at the end of the turn in which upkeep is not paid.
There are no limits to the power of nature.

BLACK

Endless Labors CC BB
Sorcery
Take an Enslaved Creature from any graveyard and return it to play under the control of the owner of that graveyard.
Slacking off just because ye're dead, eh? We'll see about that!

Enslavement CC B3
Enchant Creature
Place an Enslavement Token on target creature. If this is target creature's first Enslavement Token, treat target creature as an Enslaved Creature as long as token
remains. If this is not target creature's first Enslavement Token, take target Enslaved Creature under your control. This creature will remain under your control
until at least one of its Enslavement Tokens is removed.
Give me enough slaves and I'll reshape the world in my image.

Mass Imprisonment CC BB(x)
Sorcery
Tap (x) Enslaved Creatures of your choice. If an Enslaved Creature targetted by this spell is already tapped or becomes tapped by its controller in response to this
spell, you may choose to keep it tapped on its controllers next untap phase.
Putting slaves in dungeons is rarely profitable, but sometimes one has no choice.

Mass Execution CC BB(x)(x)
Sorcery
Do (x) damage to all Enslaved Creatures in play. Enslaved Creatures destroyed this way may not be Regenerated this turn.
The stench of thousands of former slaves rotting in the Zaran compounds wafted all the way to Brinteria.

Global Enslavement CC BBB4
Enchant World
Caster of this Enchantment must pay 3 life per upkeep. This loss of life may not be redirected or negated by any spell or effect.
All non-Master creatures gain an Enslavement Token and are treated as Enslaved Creatures while this Enchantment remains in play. Any Enslaved Creatures that
already have an Enslavement Token when this Enchantment comes into play are taken under the control of this Enchantment's controller. If this Enchantment leaves
play, all Enslavement Tokens generated by its effects are removed.
Conquering the world is easy. Surviving long enough to do anything with it is hard.

Dark Promotion CC BB
Enchant Enslaved Creature
Remove Enslavement Token from target creature while this Enchantment is in effect and treat target creature as a Master Creature.
Congratulations! Now you get to hold the whip... for a while...

Zarian Bog Miner CC B1 0/2
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned into play. If ever this Enslavement Token is removed, remove this creature from the game.
Tap: Add B to controller's mana pool. Do not untap Zarian Bog Miners on controller's next upkeep phase.
B: Sacrifice Zarian Bog Miners to add BBB to controller's mana pool. Play both these powers as interrupts.
Zar is insatiable in his quest for more and more necromantic power, and he'll snuff out the lives of a thousand slaves with as little feeling as you or I snuffing out
candles.

Zarian Factory Worker CC B2 1/1
Summon Enslaved Creature
Place an Enslavement Token on this creature when summoned into play. If ever this Enslavement Token is removed, remove this creature from the game.
(x): Add (x)(x)(x) colorless mana to controller's mana pool where (x) is equal to number of B spent. This mana may only be used to summon or activate artifacts.
If more than BBBB is spent in this way per turn, Zarian Factory Worker is destroyed at end of turn.
It's not at all out of the ordinary for Zar to work a hundred factory hands to death in a single afternoon.

Zarian Slave Overseer CC B2 2/2
Summon Master Creature
Tap: Do 1 point of damage to any Enslaved Creature.
The Overseer was only slightly less hated and feared than Zar himself... or so said those who had never actually met Zar himself...

Zarian Master Clerk CC B3 1/1
Summon Master Creature
(x) Tap: Controller of Zarian Master Clerk looks at target player's hand. Target player discards (x) Summon Enslaved Creature and/or Summon Master Creature
cards from hand, where (x) is the amount of B spent. This power may only be used on target player's upkeep.
The Zarian Master Clerk has an amazing faculty for keeping track of slaves no matter where they may be.

Great Batwinged Swamp Lizard CC BB4 5/5
Summon Enslaved Creature
Flying
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
Great Batwinged Swamp Lizard gains +1/+1 when blocking non-flying creatures.
Creatures blocked by or blocking Great Batwinged Swamp Lizard may not band.
This huge, horrible monster is much too clever to be an unwilling slave. It must be assumed that it serves Zar for the simple joy of killing things.

Swamp Giant CC BB2 3/3
Summon Enslaved Creature
Place an Enslavement Token on this creature when it is summoned into play. If this Enslavement Token is ever removed from this creasture, remove creature from
play.
B: Do one point of damage to target non-Enslaved, non-Master creature and one point of damage to Swamp Giant.
Swamp Giants must dimly remember the days before Zar came to power, when they were a free people. Why else would they hate other free people so much?

Zar CC B6 0/4
Summon Legendary Master Creature
Tap: Zar's controller may search his library or graveyard and take into his hand any one card that has the phrase 'Zar' printed on it.
(1): Add 3 black mana to controller's mana pool. Use this ability as an interrupt. If more than BBBBBB is generated this way per turn, bury Zar.
Legend says that Zar knows whenever and wherever his name is spoken or written. I can tell you from my own experience, the legend does not exaggerate.

Flogging CC B
Enchant Creature
B: Do one point of damage to target creature.
Disobey me once and you suffer. Disobey twice and you'll never suffer again.

Enfetter CC B
Interrupt
Place an Enslavement Counter on target non-Enslaved Creature. From now on, treat this creature as an Enslaved Creature for all spells and effects.
You're a slave now, and you'd better get used to it, see?

Forced Submission CC B
Interrupt
Turn any or all creatures in play into Enslaved Creatures for remainder of turn. Caster chooses how many and which creatures become Enslaved for remainder
of turn. This spell does not cause creatures to actually gain Enslavement Tokens.
The horrible sensation only lasted seconds, but they are seconds that none of us will ever be able to forget.

Glare of Mastery CC B2
Sorcery
Enslaved Creatures may not be declared as blockers this turn.
Those cringing worms? They won't dare get in the way of their masters.

Zarian Tar Pit CC BB2
Enchantment
B: Do one point of damage to target non-flying attacking creature.
Those poor wretches that wandered into the tar pits rarely wandered out again.

Wall of Toxic Smoke CC BB1 0/1
Summon Wall
Flying
B: Do one point of damage to any creature blocked by Wall of Toxic Smoke.
B: Regenerate Wall of Toxic Smoke.
They say the smoke over Zar's factories is so thick that birds bounce off it and fall to the ground dead.

Zarian Slave Drums CC BB
Enchantment
All Enslaved Creatures gain +1/+1.
It got so we knew; when those damn drums started up, the battle was going to be a fierce one.

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